Always Already Monsters—BioShock’s (2007) ‘Splicers’ as Computational Others

Jaroslav Švelch
{"title":"Always Already Monsters—BioShock’s (2007) ‘Splicers’ as Computational Others","authors":"Jaroslav Švelch","doi":"10.7557/13.5015","DOIUrl":null,"url":null,"abstract":"The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are ‘computational others’, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam’s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers’ masks and bodily disintegration, [c] justifying splicers’ blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized.","PeriodicalId":53235,"journal":{"name":"Nordlit Tidsskrift i litteratur og kultur","volume":"320 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2019-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Nordlit Tidsskrift i litteratur og kultur","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7557/13.5015","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are ‘computational others’, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam’s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers’ masks and bodily disintegration, [c] justifying splicers’ blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
《生化奇兵》(2007)的“Splicers”是“Computational Others”
本文以2007年第一人称射击游戏《生化奇兵》(BioShock)为例,探讨了电子游戏中怪物的制造,以及“拼接器”——游戏中数量最多的、类似僵尸的敌人。我通过分析[a]游戏的开发者评论和其他官方文本来追踪接头的设计,以及[b]游戏的嵌入式叙述来重建接头的叙事背景故事,结合了两种方法视角来“制造”接头。我认为电子游戏中的敌人,包括剪接者,都是“可计算的其他人”,他们可能在表现层面上看起来像人类,但他们的行为是机械的,并受到计算算法的驱动。为了证明他们的人形表现和机器行为之间的矛盾关系,《生化奇兵》包含了一个详细的叙述,解释了水下城市Rapture的公民是如何被非人化并变成敌对的接头者的。根据哈斯拉姆的非人性化理论(2006),对非人性化的叙述进行了探索,包括[a]通过剥夺剪接者的政治权力和社会联系,将他们变成原子化的生物;[b]通过剪接者的面具和身体解体,创造可替代和可互换的敌人;[c]通过将剪接者描绘成精神不稳定的成瘾者,为剪接者对环境的盲目和他们的简单化行为辩护。这篇文章的结论是,所有电子游戏中的敌人本质上都是怪物,对电子游戏表现形式的批评应该集中在游戏如何未能将怪物塑造成人类,而不是游戏如何将人类塑造成怪物或非人性化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
21
审稿时长
10 weeks
期刊最新文献
Diktning som selvarbeid Retorikk og romskapelse Sakpoesi. En linje i nyere norsk litteratur "Nordic Aspirations" I diskussion med arkivet
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1